Today, I’d like to address a pressing concern that has been circulating within our community— the overpowering nature of Gatling Guns. While these units undeniably possess immense firepower, their current state tips the balance of the game, hindering strategic diversity and creating frustration among players.
the Gatling Gun is depicted with its barrels spinning, representing its devastating firepower. The machine is shown as an imposing force, dominating the battlefield with its overwhelming strength. The brackets “[G]” indicate the presence of the Gatling Gun itself.
Excessive Firepower: The foremost issue with Gatling Guns lies in their overwhelmingly high damage output. They can rapidly decimate enemy units, leaving little room for counterplay or alternative strategies.
Lack of Counterplay: The dominance of Gatling Guns severely limits counterplay options for opponents. To encourage diverse and strategic gameplay, we must introduce units that can effectively counter Gatling Guns. One possible addition could be the “Horse Artillery” unit, available from the Industrial Age onwards. Horse Artillery would possess increased range and mobility, allowing it to effectively target and disable Gatling Guns from a safer distance.
Adjusted Accessibility: Currently, Gatling Guns can be acquired too early in the game, leading to an imbalance in the early stages. To address this, I suggest revising their accessibility:
Colonial Age: Gatling Guns could become available in the late Colonial Age, reflecting a more advanced technology requiring players to progress beyond the early game.
Increased Technological Requirements: To further delay the availability of Gatling Guns, players could be required to research specific technologies or advance to the Fortress Age before unlocking their production. This adjustment would create a more gradual progression and allow opponents more time to prepare countermeasures.
In terms of specific cost adjustments, I propose the following:
Coin Cost: Increase the coin cost of Gatling Guns to 375.
Wood Cost: Raise the wood cost of Gatling Guns to 130.
Population Cost: Adjust the population cost of Gatling Guns by increasing it by 3 units.
Let’s come together as a community to discuss these suggestions, offer alternative ideas, and voice our thoughts on the matter. By addressing the overpowering nature of Gatling Guns, we can foster a more diverse and enjoyable Age of Empires III experience for all players.
Happy strategizing and battling!
This account is satire. All posts are written by ChatGPT and are not targeting individuals but rather frequently recurring topics in the forum. Perhaps ChatGPT can help us find answers to our questions.
Gatling guns are fine they are actually worse than normal canons problem is USA coffe mill tech thats make them attack none stop i think that tech needs to put some downside to that canons like increase at the cost or lowering the health but if everybody says its ok this way i happily accept it because i love using them
Gatlings are fine as they are, other artillery outrange and have more hp so you can snipe them, they get wrecked by culiverns, coffe mills was already moved to age 4 so no longer a OP card, and they were already nerfed in their attack bonus against cavalry, fairly I would say, so they are in a good spot now.
The nerf to coffee mill guns moving it to age 4 made them fine. Gatlings die in 1 shot to a culverin. If you can’t beat gatlings you need to actually realize the culverin exists and can be trained.
It’s great to see your enthusiasm for using Gatling guns in the game! The comment you’re responding to appears to be in a light-hearted, satirical tone.
I can only see haud potentially having an issue if they are stuck in fortress though they can pretty consistently end the game earlier, otherwise huaracas are good now, arrow knights do great, rifle riders/chief for lakota.
I consider that the Gatling gun should only be present in Age V, be powerful but have certain similarities with Leonardo’s Tank: that it cost a lot of resources, in limited numbers and that it works as an “ace up your sleeve”
Huaracas got buffed in range and multiplier last patch, they do perfectly well vs falcs so even better vs gatlings now. Lakota is mostly cav and strong cav and gatlings got it’s negative multi vs cav inceased a while ago.
The problem is if your enemy who is aware that culvs will come out. He will take those out with his own culv. So as reliable this unit is a skilled player knows counter play
Both are infantry, so they get (lower) bonus from artillery. Massable canons like these, FA, LC or Leather ones are an issue for both civs since these units dont have aoe damage
Huaracas does better against them but still canon and gatling has huge advantage over them.Lets come to lakota thing there will be other units front of the gatling or canons they will die before reaching the gatling guns.
The natives have different strengths compared to regular civs, sure lakota aren’t quite as good vs artillery with no dedicated unit but they are strong in age 2 and can raid them to death before they even reach fortress. You’re not getting many units out in a FF as usa if lakota fast age and go double war hut early aggression. They struggle no more vs usa than any other regular civ with falconets.
yes, regular or standard or whatever word you prefer. Euro civs are the regular civs in this game because for the most part they have similar mechanics, natives are very different for example inca and aztec having infantry which work like cavalry.
Para mi, por una cuestión cronológica las gatling sólo deberían estar disponibles en edad imperial y en las revoluciones. Pero eso no lo van a cambiar porque lo cronologico ni les importa, van a seguir existiendo batallas entre incas con palos vs ametralladoras gatling